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/*
* SCREENDrawTexture.c
*
* AUTHORS:
*
* Allen.Ingling@nyu.edu awi
* mario.kleiner.de@gmail.com mk
*
* PLATFORMS:
*
* All
*
* HISTORY:
*
* 6/25/04 awi Created.
* 10/12/04 awi In useString: changed "SCREEN" to "Screen", and moved commas to inside [].
* 1/25/05 awi Added updated provided by mk
* - Screen-sized textures work correclty
* - Textures larger than the screen are rejected
* - Fixed sourerect parameter
* 2/25/05 awi Added call to PsychSetGLContext
* Added call to PsychUpdateAlphaBlendingFactorLazily(). Drawing now obeys settings by Screen('BlendFunction').
* 4/22/05 mk Commented out glFinish() - This would be a performance killer!
* 5/13/05 mk Support for rotated drawing of textures.
* 7/23/05 mk New options filterMode and globalAlpha.
* 9/30/05 mk Remove size check for texturesize <= windowsize. This restriction doesn't apply anymore for new texture mapping code.
*
*/
#include "Screen.h"
static char seeAlsoString[] = "MakeTexture DrawTexture DrawTextures";
PsychError SCREENDrawTexture(void)
{
static char synopsisString[] =
"Draw the texture specified via 'texturePointer' into the target window specified via 'windowPointer'. "
"In the the OS X Psychtoolbox textures replace offscreen windows for fast drawing of images during animation."
"'sourceRect' specifies a rectangular subpart of the texture to be drawn (Defaults to full texture). "
"'destinationRect' defines the rectangular subpart of the window where the texture should be drawn. This defaults"
"to centered on the screen. "
"'rotationAngle' Specifies a rotation angle in degree for rotated drawing of the texture (Defaults to 0 deg. = upright). "
"'filterMode' How to compute the pixel color values when the texture is drawn magnified, minified or drawn shifted, e.g., "
"if sourceRect and destinationRect do not have the same size or if sourceRect specifies fractional pixel values. 0 = Nearest "
"neighbour filtering, 1 = Bilinear filtering - this is the default. Values 2 or 3 select use of OpenGL mip-mapping for improved "
"quality: 2 = Bilinear filtering for nearest mipmap level, 3 = Trilinear filtering across mipmap levels, 4 = Nearest neighbour "
"filtering for nearest mipmap level, 5 = nearest neighbour filtering with linear interpolation between mipmap levels. Mipmap filtering is "
"only supported for GL_TEXTURE_2D textures (see description of 'specialFlags' flag 1 below). A negative filterMode value will "
"also use mip-mapping for fast drawing of blurred textures if the GL_TEXTURE_2D format is used: Mip-maps are essentially image "
"resolution pyramids, the filterMode value selects a specific layer in that pyramid. A value of -1 draws the highest resolution "
"layer, a value of -2 draws a half-resolution layer, a value of -3 draws a quarter resolution layer and so on. Each layer has "
"half the resolution of the preceeding layer. This allows for very fast drawing of blurred or low-pass filtered images, e.g., for "
"gaze-contingent displays. However, the filter function for downsampling is system dependent and may vary across graphics cards, "
"although a box-filter is the most common type. If you need a well defined filter function, use a custom written GLSL shader "
"instead, so you have full control over the mathematical properties of the downsampling function. This would incur a "
"performance penalty.\n"
"'globalAlpha' A global alpha transparency value to apply "
"to the whole texture for blending. Range is 0 = fully transparent to 1 = fully opaque, defaults to one. If both, an alpha-channel "
"and globalAlpha are provided, then the final alpha is the product of both values. 'modulateColor', if provided, overrides the "
"'globalAlpha' value. If 'modulateColor' is specified, the 'globalAlpha' value will be ignored. 'modulateColor' will be a global "
"color that gets applied to the texture as a whole, i.e., it modulates each color channel. E.g., modulateColor = [128 255 0] would "
"leave the green- and alpha-channel untouched, but it would multiply the blue channel with 0 - set it to zero blue intensity, and "
"it would multiply each texel in the red channel by 128/255 - reduce its intensity to 50%. The most interesting application of "
"'modulateColor' is drawing of arbitrary complex shapes of selectable color: Simply generate an all-white luminance texture of "
"arbitrary shape, possibly with alpha channel, then draw it with 'modulateColor' set to the wanted color and global alpha value.\n"
"'textureShader' (optional): If you provide a valid handle of a GLSL shader, this shader will be applied to the texture during "
"drawing. If the texture already has a shader assigned (via Screen('MakeTexture') or automatically by PTB for some reason), then "
"the shader provided here as 'textureShader' will silently override the shader assigned earlier. Application of shaders this way "
"is mostly useful for application of simple single-pass image processing operations to a texture, e.g., a simple blur or a "
"deinterlacing operation for a video texture. If you intend to use this texture multiple times or if you need more complex image "
"processing, e.g., multi-pass operations, better use the Screen('TransformTexture') command. It allows for complex operations to "
"be applied and is more flexible.\n"
"'specialFlags' optional argument: Allows to pass a couple of special flags to influence the drawing. The flags can be combined "
"by mor() ing them together. A value of kPsychUseTextureMatrixForRotation will use a different mode of operation for drawing of "
"rotated textures, where the drawn 'dstRect' texture rectangle is always upright, but texels are retrieved at rotated positions, "
"as if the 'srcRect' rectangle would be rotated. If you set a value of kPsychDontDoRotation then the rotation angle will not be "
"used to rotate the texture. Instead it will be passed to a bount texture shader (if any), which is free to interpret the "
"'rotationAngle' parameters is it wants - e.g., to implement custom texture rotation."
"\n\n"
"'auxParameters' optional argument: If this is set as a vector with at least 4 components, and a multiple of four components, "
"then these values are passed to a shader (if any is bound) as 'auxParameter0....n'. The current implementation supports at "
"most 32 values per draw call. This is mostly useful when drawing procedural textures if one needs to pass more additional "
"parameters to define the texture than can fit into other parameter fields. See 'help ProceduralShadingAPI' for more info. "
"\n\n"
"If you want to draw many textures to the same onscreen- or offscreen window, use the function Screen('DrawTextures'). "
"It accepts the same arguments as this function, but is optimized to draw many textures in one call.";
// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c
static char useString[] = "Screen('DrawTexture', windowPointer, texturePointer [,sourceRect] [,destinationRect] [,rotationAngle] [, filterMode] [, globalAlpha] [, modulateColor] [, textureShader] [, specialFlags] [, auxParameters]);";
// 1 2 3 4 5 6 7 8 9 10 11
PsychWindowRecordType *source, *target;
PsychRectType sourceRect, targetRect, tempRect;
double rotationAngle = 0; // Default rotation angle is zero deg. = upright.
int filterMode = 1; // Default filter mode is bilinear filtering.
double globalAlpha = 1.0; // Default global alpha is 1 == no effect.
PsychColorType color;
int textureShader, backupShader;
double* auxParameters;
int numAuxParams, m, n, p;
psych_bool isclassic;
int specialFlags = 0;
//all subfunctions should have these two lines.
PsychPushHelp(useString, synopsisString, seeAlsoString);
if(PsychIsGiveHelp()) { PsychGiveHelp();return(PsychError_none); };
//Get the window structure for the onscreen window. It holds the onscreein GL context which we will need in the
//final step when we copy the texture from system RAM onto the screen.
PsychErrorExit(PsychCapNumInputArgs(11));
PsychErrorExit(PsychRequireNumInputArgs(2));
PsychErrorExit(PsychCapNumOutputArgs(0));
//Read in arguments
PsychAllocInWindowRecordArg(1, kPsychArgRequired, &target);
PsychAllocInWindowRecordArg(2, kPsychArgRequired, &source);
if(source->windowType!=kPsychTexture) {
PsychErrorExitMsg(PsychError_user, "The first argument supplied was a window pointer, not a texture pointer");
}
// Classic OpenGL-1/2?
isclassic = PsychIsGLClassic(target);
PsychCopyRect(sourceRect,source->clientrect);
PsychCopyInRectArg(3, kPsychArgOptional, sourceRect);
if (IsPsychRectEmpty(sourceRect)) return(PsychError_none);
PsychCopyRect(tempRect, target->clientrect);
PsychCenterRectInRect(sourceRect, tempRect, targetRect);
PsychCopyInRectArg(4, kPsychArgOptional, targetRect);
if (IsPsychRectEmpty(targetRect)) return(PsychError_none);
PsychCopyInDoubleArg(5, kPsychArgOptional, &rotationAngle);
PsychCopyInIntegerArg(6, kPsychArgOptional, &filterMode);
if (filterMode > 5) {
PsychErrorExitMsg(PsychError_user, "filterMode needs to be negative for a specific blur level, or at most 5 for other modes.");
}
// Copy in optional 'globalAlpha': We don't put restrictions on its valid range
// anymore - That made sense for pure fixed function LDR rendering, but no longer
// for HDR rendering or procedural shading.
PsychCopyInDoubleArg(7, kPsychArgOptional, &globalAlpha);
PsychSetDrawingTarget(target);
PsychUpdateAlphaBlendingFactorLazily(target);
// If this is a planar encoded texture, then override filterMode to zero, ie.
// nearest neighbour sampling only, as planar creates very wrong results otherwise!
// E.g., border sampling artifacts when sampling luma spills into missampling chroma,
// and especially bad for semi-planar "chroma UV samples interleaved" textures!
// TODO: Call PsychNormalizeTextureOrientation(source) instead? Properly correct, but expensive!
if (source->specialflags & kPsychPlanarTexture)
filterMode = 0;
if(PsychCopyInColorArg(8, kPsychArgOptional, &color)) {
// set globalAlpha to DBL_MAX to signal that PsychBlitTexture() shouldn't
// use this parameter and not set any modulate color, cause we do it.
globalAlpha = DBL_MAX;
// Setup global vertex color as modulate color for texture drawing:
PsychCoerceColorMode(&color);
// This call stores unclamped color in target->currentColor, as needed
// if color is to be processed by some bound shader (procedural or filtershader)
// inside PsychBlitTextureToDisplay():
PsychConvertColorToDoubleVector(&color, target, (GLdouble*) &(target->currentColor));
// Submit the same color to fixed function pipe attribute as well, in case no
// shader is bound, or shader pulls from standard color attribute (we can't know yet):
if (isclassic) {
glColor4dv(target->currentColor);
}
else {
PsychGLColor4f(target, (float) target->currentColor[0], (float) target->currentColor[1], (float) target->currentColor[2], (float) target->currentColor[3]);
}
}
// Assign optional override texture shader, if any provided:
textureShader = -1;
PsychCopyInIntegerArg(9, kPsychArgOptional, &textureShader);
// Assign any other optional special flags:
PsychCopyInIntegerArg(10, kPsychArgOptional, &specialFlags);
// Set rotation mode flag for texture matrix rotation if secialFlags is set accordingly:
if (specialFlags & kPsychUseTextureMatrixForRotation) source->specialflags|=kPsychUseTextureMatrixForRotation;
// Set rotation mode flag for no fixed function pipeline rotation if secialFlags is set accordingly:
if (specialFlags & kPsychDontDoRotation) source->specialflags|=kPsychDontDoRotation;
// Optional auxParameters:
auxParameters = NULL;
m=n=p=0;
if (PsychAllocInDoubleMatArg(11, kPsychArgOptional, &m, &n, &p, &auxParameters)) {
if ((p!=1) || (m * n < 4) || (((m*n) % 4)!=0)) PsychErrorExitMsg(PsychError_user, "The 11th argument must be a vector of 'auxParameter' values with a multiple of 4 components.");
}
numAuxParams = m*n;
target->auxShaderParamsCount = numAuxParams;
// Pass auxParameters for current primitive in the auxShaderParams field.
if (numAuxParams > 0) {
target->auxShaderParams = auxParameters;
}
else {
target->auxShaderParams = NULL;
}
if (textureShader > -1) {
backupShader = source->textureFilterShader;
source->textureFilterShader = -1 * textureShader;
PsychBlitTextureToDisplay(source, target, sourceRect, targetRect, rotationAngle, filterMode, globalAlpha);
source->textureFilterShader = backupShader;
}
else {
PsychBlitTextureToDisplay(source, target, sourceRect, targetRect, rotationAngle, filterMode, globalAlpha);
}
// Reset rotation mode flag:
source->specialflags &= ~(kPsychUseTextureMatrixForRotation | kPsychDontDoRotation);
target->auxShaderParams = NULL;
target->auxShaderParamsCount = 0;
// Mark end of drawing op. This is needed for single buffered drawing:
PsychFlushGL(target);
return(PsychError_none);
}
// Batch-drawing version of DrawTexture:
PsychError SCREENDrawTextures(void)
{
// If you change useString then also change the corresponding synopsis string in ScreenSynopsis.c 1 2 3 4 5 6 7 8
static char useString[] = "Screen('DrawTextures', windowPointer, texturePointer(s) [, sourceRect(s)] [, destinationRect(s)] [, rotationAngle(s)] [, filterMode(s)] [, globalAlpha(s)] [, modulateColor(s)] [, textureShader] [, specialFlags] [, auxParameters]);";
// 1 2 3 4 5 6 7 8 9 10 11
static char synopsisString[] = "Draw many textures at once, either one texture to many locations or many textures.\n"
"This function accepts the same parameters as Screen('DrawTexture'), but it is optimized for drawing many textures. "
"You can leave out each argument, a default setting will be used in that case, provide it once to apply it to all "
"drawn items, or provide a vector or matrix with a individual setting for each drawn item. If you provide multiple "
"settings per argument, then the number must match between all arguments.\n\n"
"Examples:\n"
"a) One texture drawn to different locations at different orientations: Provide one texture handle for the texturePointer, "
"a 4 row by n columns matrix for 'destinationRect' to provide target rectangles for n locations, provide a n component "
"vector of 'rotationAngles' for the n different orientations of the n drawn texture patches.\n"
"b) n textures drawn to n different locations: Same as a) but provide a n component vector of 'texturePointers' one for "
"each texture to be drawn to one of n locations at n angles.\n";
PsychWindowRecordType *source, *target;
PsychRectType sourceRect, targetRect, tempRect;
PsychColorType color;
double *dstRects, *srcRects, *colors, *penSizes, *globalAlphas, *filterModes, *rotationAngles;
unsigned char *bytecolors;
int numTexs, numdstRects, numsrcRects, i, nc, mc, nrsize, m, n, p, numAngles, numFilterModes, numAlphas, numRef;
double* texids;
double rotationAngle, globalAlpha, filterMode;
double* auxParameters;
int numAuxParams, numAuxComponents;
psych_bool isclassic;
int textureShader, backupShader = 0;
int specialFlags = 0;
psych_bool batchIt = FALSE;
//all subfunctions should have these two lines.
PsychPushHelp(useString, synopsisString, seeAlsoString);
if(PsychIsGiveHelp()){ PsychGiveHelp();return(PsychError_none); };
//Get the window structure for the onscreen window. It holds the onscreen GL context which we will need in the
//final step when we copy the texture from system RAM onto the screen.
PsychErrorExit(PsychCapNumInputArgs(11));
PsychErrorExit(PsychRequireNumInputArgs(2));
PsychErrorExit(PsychCapNumOutputArgs(0));
// The target window is a fixed parameter:
PsychAllocInWindowRecordArg(1, kPsychArgRequired, &target);
// Classic OpenGL-1/2?
isclassic = PsychIsGLClassic(target);
// First get all source texture handles:
PsychAllocInDoubleMatArg(2, kPsychArgRequired, &m, &n, &p, &texids);
if ((p!=1) || (m>1 && n!=1) || (n>1 && m!=1)) PsychErrorExitMsg(PsychError_user, "The second argument must be either a row- or columnvector of valid texture handles.");
// This is the number of texture handles:
numTexs = m * n;
// Only one texture?
if (numTexs == 1) {
// Yes. Allocate it in the conventional way:
PsychAllocInWindowRecordArg(2, kPsychArgRequired, &source);
if(source->windowType!=kPsychTexture) {
PsychErrorExitMsg(PsychError_user, "The second argument supplied was not a texture handle!");
}
}
// Query, allocate and copy in all vectors...
numdstRects = 4;
nrsize = 0;
colors = NULL;
bytecolors = NULL;
penSizes = NULL;
// The negative position -4 means: dstRects coords are expected at position 4, but they are optional.
// NULL means - don't want a size's vector.
PsychPrepareRenderBatch(target, -4, &numdstRects, &dstRects, 8, &nc, &mc, &colors, &bytecolors, 5, &nrsize, &penSizes, FALSE);
// At this point, target is set up as target window, i.e. its GL-Context is active, it is set as drawing target,
// alpha blending is set up according to Screen('BlendFunction'), and the drawing color is set if it is a singular one.
if (nc <= 1) {
// Only one - or no - color provided. One or none?
if(PsychCopyInColorArg(8, kPsychArgOptional, &color)) {
// One global modulate color provided:
// Setup global vertex color as modulate color for texture drawing:
PsychCoerceColorMode(&color);
PsychSetGLColor(&color, target);
}
else {
// No modulateColor provided: Don't use this parameter:
nc = 0;
}
}
// Try to get source rects:
m=n=p=0;
if (PsychAllocInDoubleMatArg(3, kPsychArgOptional, &m, &n, &p, &srcRects)) {
if ((p!=1) || (m!=1 && m!=4)) PsychErrorExitMsg(PsychError_user, "The third argument must be either empty, or a single srcRect 4 component row vector, or a 4 row by n column matrix with srcRects for all objects to draw, not a 3D matrix!");
// Ok, its a one row or four row matrix:
if (m==4) {
// Potentially multiple source rects provided:
numsrcRects = n;
}
else {
// Its a one row vector: This is either a single srcRect for all textures, or something invalid:
if (n!=4) PsychErrorExitMsg(PsychError_user, "The third argument must be either empty, or a single srcRect 4 component row vector, or a 4 row by n column matrix with srcRects for all objects to draw!");
// Single srcRect provided:
numsrcRects = 1;
}
}
else {
// No srcRects provided:
numsrcRects = 0;
}
// Optional rotation angles:
m=n=p=0;
if (PsychAllocInDoubleMatArg(5, kPsychArgOptional, &m, &n, &p, &rotationAngles)) {
if ((p!=1) || (m>1 && n!=1) || (n>1 && m!=1)) PsychErrorExitMsg(PsychError_user, "The fifth argument must be either a row- or columnvector of rotation angles.");
}
numAngles = m * n;
// Default to 0 degree rotation -- upright drawing:
rotationAngle = (numAngles == 1) ? rotationAngles[0] : 0.0;
// Optional filter modes:
m=n=p=0;
if (PsychAllocInDoubleMatArg(6, kPsychArgOptional, &m, &n, &p, &filterModes)) {
if ((p!=1) || (m>1 && n!=1) || (n>1 && m!=1)) PsychErrorExitMsg(PsychError_user, "The sixth argument must be either a row- or columnvector of filterModes.");
}
numFilterModes = m * n;
// Default to bilinear filtering:
filterMode = (numFilterModes == 1) ? filterModes[0] : 1;
// Optional globalAlphas:
m=n=p=0;
if (PsychAllocInDoubleMatArg(7, kPsychArgOptional, &m, &n, &p, &globalAlphas)) {
if ((p!=1) || (m>1 && n!=1) || (n>1 && m!=1)) PsychErrorExitMsg(PsychError_user, "The seventh argument must be either a row- or columnvector of globalAlpha values.");
}
numAlphas = m * n;
globalAlpha = (numAlphas == 1) ? globalAlphas[0] : 1.0;
// Optional auxParameters:
auxParameters = NULL;
m=n=p=0;
if (PsychAllocInDoubleMatArg(11, kPsychArgOptional, &m, &n, &p, &auxParameters)) {
if ((p!=1) || (m < 4) || ((m % 4) !=0)|| (n < 1)) PsychErrorExitMsg(PsychError_user, "The 11th argument must be a column vector or matrix of 'auxParameter' values with at least 4 components and component count a multiple of four.");
}
numAuxParams = n;
numAuxComponents = m;
// Check for consistency: Each parameter must be either not present, present once,
// or present as many times as all other multi-parameters:
numRef = (numsrcRects > numdstRects) ? numsrcRects : numdstRects;
numRef = (numRef > numTexs) ? numRef : numTexs;
numRef = (numRef > nc) ? numRef : nc;
numRef = (numRef > numAlphas) ? numRef : numAlphas;
numRef = (numRef > numFilterModes) ? numRef : numFilterModes;
numRef = (numRef > numAngles) ? numRef : numAngles;
numRef = (numRef > numAuxParams) ? numRef : numAuxParams;
if (numTexs > 1 && numTexs != numRef) {
printf("PTB-ERROR: Number of provided texture handles %i doesn't match number of other primitives %i!\n", numTexs, numRef);
PsychErrorExitMsg(PsychError_user, "Inconsistent number of arguments provided to Screen('DrawTextures').");
}
if (numsrcRects > 1 && numsrcRects != numRef) {
printf("PTB-ERROR: Number of provided source rectangles %i doesn't match number of other primitives %i!\n", numsrcRects, numRef);
PsychErrorExitMsg(PsychError_user, "Inconsistent number of arguments provided to Screen('DrawTextures').");
}
if (numdstRects > 1 && numdstRects != numRef) {
printf("PTB-ERROR: Number of provided destination rectangles %i doesn't match number of other primitives %i!\n", numdstRects, numRef);
PsychErrorExitMsg(PsychError_user, "Inconsistent number of arguments provided to Screen('DrawTextures').");
}
if (numAngles > 1 && numAngles != numRef) {
printf("PTB-ERROR: Number of provided rotation angles %i doesn't match number of other primitives %i!\n", numAngles, numRef);
PsychErrorExitMsg(PsychError_user, "Inconsistent number of arguments provided to Screen('DrawTextures').");
}
if (numAlphas > 1 && numAlphas != numRef) {
printf("PTB-ERROR: Number of provided global alpha values %i doesn't match number of other primitives %i!\n", numAlphas, numRef);
PsychErrorExitMsg(PsychError_user, "Inconsistent number of arguments provided to Screen('DrawTextures').");
}
if (numFilterModes > 1 && numFilterModes != numRef) {
printf("PTB-ERROR: Number of provided filtermode values %i doesn't match number of other primitives %i!\n", numFilterModes, numRef);
PsychErrorExitMsg(PsychError_user, "Inconsistent number of arguments provided to Screen('DrawTextures').");
}
if (nc > 1 && nc != numRef) {
printf("PTB-ERROR: Number of provided modulateColors %i doesn't match number of other primitives %i!\n", nc, numRef);
PsychErrorExitMsg(PsychError_user, "Inconsistent number of arguments provided to Screen('DrawTextures').");
}
if (numAuxParams > 1 && numAuxParams != numRef) {
printf("PTB-ERROR: Number of provided 'auxParameter' column vectors %i doesn't match number of other primitives %i!\n", numAuxParams, numRef);
PsychErrorExitMsg(PsychError_user, "Inconsistent number of arguments provided to Screen('DrawTextures').");
}
// Assign optional override texture shader, if any provided:
textureShader = -1;
PsychCopyInIntegerArg(9, kPsychArgOptional, &textureShader);
// Assign any other optional special flags:
PsychCopyInIntegerArg(10, kPsychArgOptional, &specialFlags);
// Check if efficient batch drawing is possible at the GL level:
if (isclassic && (numTexs == 1) && (numFilterModes <= 1)) {
batchIt = TRUE;
}
else {
batchIt = FALSE;
}
if (PsychPrefStateGet_Verbosity() > 5)
printf("PTB-DEBUG: DrawTextures optimized batch submit: %i\n", (int) batchIt);
if (batchIt) {
// Signal start of new batch with numRef drawn textures, all sourced from source and
// drawn into windo target with filterMode:
PsychBatchBlitTexturesToDisplay(0, numRef, source, target, NULL, NULL, 0, (int) filterMode, 1.0);
}
// Texture blitting loop:
for (i=0; i < numRef; i++) {
// Draw i'th texture:
// Check if more than one texture provided. If not then the one single texture has been
// setup already above:
if (numTexs > 1) {
// More than one texture handle provided: Need to allocate i'th one in:
if(!IsWindowIndex((PsychWindowIndexType) texids[i])) {
printf("PTB-ERROR: %i th entry in texture handle vector is not a valid handle!\n", i + 1);
PsychErrorExitMsg(PsychError_user, "Invalid texture handle provided to Screen('DrawTextures').");
}
// Get it:
FindWindowRecord((PsychWindowIndexType) texids[i], &source);
if(source->windowType!=kPsychTexture) {
printf("PTB-ERROR: %i th entry in texture handle vector is not a valid handle!\n", i + 1);
PsychErrorExitMsg(PsychError_user, "The second argument supplied was not a texture handle!");
}
}
// Source rectangle provided?
if (numsrcRects > 1) {
// Get i'th source rectangle:
PsychCopyRect(sourceRect, &(srcRects[i*4]));
} else if (numsrcRects == 1) {
// Single source rect provided - get it:
PsychCopyRect(sourceRect, &(srcRects[0]));
} else {
// No source rect provided: Take rectangle of current texture as srcRect:
PsychCopyRect(sourceRect,source->clientrect);
}
// Skip this texture if sourceRect is an empty rect:
if (IsPsychRectEmpty(sourceRect)) continue;
// Destination rectangle provided?
if (numdstRects > 1) {
// Get i'th destination rectangle:
PsychCopyRect(targetRect, &(dstRects[i*4]));
} else if (numdstRects == 1) {
// Single destination rect provided - get it:
PsychCopyRect(targetRect, &(dstRects[0]));
} else {
// No destination rect provided: Center the current sourceRect in the current
// target window and use that as destination:
PsychCopyRect(tempRect, target->clientrect);
PsychCenterRectInRect(sourceRect, tempRect, targetRect);
}
// Skip this texture if targetRect is an empty rect:
if (IsPsychRectEmpty(targetRect)) continue;
if (numAngles > 1) rotationAngle = rotationAngles[i];
if (numFilterModes > 1) filterMode = filterModes[i];
if (numAlphas > 1) globalAlpha = globalAlphas[i];
// Disable alpha if modulateColor active:
if (nc > 0) globalAlpha = DBL_MAX;
// Pass auxParameters for current primitive in the auxShaderParams field.
target->auxShaderParamsCount = numAuxComponents;
if (numAuxParams > 0) {
if (numAuxParams == 1) {
target->auxShaderParams = auxParameters;
}
else {
target->auxShaderParams = &(auxParameters[i * numAuxComponents]);
}
}
else {
target->auxShaderParams = NULL;
}
// Multiple modulateColors provided?
if (nc > 1) {
if (isclassic) {
// Yes. Set it up as current vertex color: We submit to internal currentColor for
// shader based color processing and via glColorXXX() for fixed pipe processing:
if (mc==3) {
if (colors) {
// RGB double:
target->currentColor[0]=colors[i*3 + 0];
target->currentColor[1]=colors[i*3 + 1];
target->currentColor[2]=colors[i*3 + 2];
target->currentColor[3]=1.0;
}
else {
// RGB uint8:
target->currentColor[0]=((double) bytecolors[i*3 + 0] / 255.0);
target->currentColor[1]=((double) bytecolors[i*3 + 1] / 255.0);
target->currentColor[2]=((double) bytecolors[i*3 + 2] / 255.0);
target->currentColor[3]=1.0;
}
}
else {
if (colors) {
// RGBA double:
target->currentColor[0]=colors[i*4 + 0];
target->currentColor[1]=colors[i*4 + 1];
target->currentColor[2]=colors[i*4 + 2];
target->currentColor[3]=colors[i*4 + 3];
}
else {
// RGBA uint8:
target->currentColor[0]=((double) bytecolors[i*4 + 0] / 255.0);
target->currentColor[1]=((double) bytecolors[i*4 + 1] / 255.0);
target->currentColor[2]=((double) bytecolors[i*4 + 2] / 255.0);
target->currentColor[3]=((double) bytecolors[i*4 + 3] / 255.0);
}
}
}
else {
PsychSetArrayColor(target, i, mc, colors, bytecolors);
}
}
// Ok, everything assigned. Check parameters:
if (filterMode > 5) {
PsychErrorExitMsg(PsychError_user, "filterMode needs to be negative for a specific blur level, or at most 5 for other modes.");
}
// If this is a planar encoded texture, then override filterMode to zero, ie.
// nearest neighbour sampling only, as planar creates very wrong results otherwise!
// E.g., border sampling artifacts when sampling luma spills into missampling chroma,
// and especially bad for semi-planar "chroma UV samples interleaved" textures!
// TODO: Call PsychNormalizeTextureOrientation(source) instead? Properly correct, but expensive!
if (source->specialflags & kPsychPlanarTexture)
filterMode = 0;
// Set rotation mode flag for texture matrix rotation if secialFlags is set accordingly:
if (specialFlags & kPsychUseTextureMatrixForRotation) source->specialflags|=kPsychUseTextureMatrixForRotation;
if (specialFlags & kPsychDontDoRotation) source->specialflags|=kPsychDontDoRotation;
if (textureShader > -1) {
backupShader = source->textureFilterShader;
source->textureFilterShader = -1 * textureShader;
}
if (batchIt) {
// Add current element to the batch to be drawn:
PsychBatchBlitTexturesToDisplay(2, numRef, source, target, sourceRect, targetRect, rotationAngle, (int) filterMode, globalAlpha);
}
else {
// Perform blit operation for i'th texture, either with or without an override texture shader applied:
glColor4dv(target->currentColor);
PsychBlitTextureToDisplay(source, target, sourceRect, targetRect, rotationAngle, (int) filterMode, globalAlpha);
}
if (textureShader > -1)
source->textureFilterShader = backupShader;
// Reset rotation mode flag:
source->specialflags &= ~(kPsychUseTextureMatrixForRotation | kPsychDontDoRotation);
// Next one...
}
target->auxShaderParams = NULL;
target->auxShaderParamsCount = 0;
if (batchIt) {
// Finalize batch drawing:
PsychBatchBlitTexturesToDisplay(1, numRef, source, target, NULL, NULL, 0, (int) filterMode, 1.0);
}
// Mark end of drawing op. This is needed for single buffered drawing:
PsychFlushGL(target);
return(PsychError_none);
}
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